anisotropic filtering

Posted By: Kartoffel

anisotropic filtering - 12/29/16 13:02

How do I get anisotropic filtering to work?

I enabled d3d_anisotropy and set d3d_mipmapping properly but still, mipmapped textures are super blurry when viewing them from an angle.
Looks like it doesn't even make a difference.

Does anyone know what I'm doing wrong?

regrads, Kartoffel
Posted By: Ch40zzC0d3r

Re: anisotropic filtering - 12/29/16 13:39

Well do you use the right texture format?
AFAIK dds is the only format supporting mipmaps.
Got any other postprocessing shaders? I think the engine wont use some features if you have postprocessing shaders running (that what happens with antialiasing aswell)
Posted By: Kartoffel

Re: anisotropic filtering - 12/29/16 16:00

Hmm, so my textures are in dds format, that's not the problem.
I also set all the texture samplers to anisotropic filtering in the object shader I use.
PP-shaders yes.. but I don't see why that should be a problem confused. At least the manual doesn't say anything about this.
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